float4x4 WorldViewProj : WorldViewProjection;

texture BaseTexture : Texture0;
sampler2D BaseSampler = sampler_state
{
  Texture = (BaseTexture);
    MIPFILTER = NONE;
    MAGFILTER = POINT;
    MINFILTER = POINT;
};


struct VS_INPUT{
	float3 pos:POSITION;
	float4 UV:TEXCOORD0;
};

struct VS_OUTPUT{
    float4 pos:POSITION;    
	float4 UV:TEXCOORD0;
};

VS_OUTPUT mainVS(VS_INPUT IN){
    VS_OUTPUT output;
    output.pos=mul(float4(IN.pos, 1.0), WorldViewProj);
	output.UV=IN.UV;
    return output;
}

float4 mainPS(VS_OUTPUT input) : COLOR {
	return float4(tex2D(BaseSampler,input.UV.xy).xyz,1);
} 

technique Sepia {
	pass p0 {
		VertexShader = compile vs_3_0 mainVS();
		PixelShader = compile ps_3_0 mainPS();
	}
}
